Monkplayer |
Why would an 8th generation Dwarf Master Metal Smith create a duplicate of a long sword artifact?
This dwarf is an 8th generation metal smith shop owner in the same town as the Mendev capital. His family has been making all of the royalty's weapons for over 300 years. He has a very successful business and is known as the greatest weapon smith in the entire country.
A stranger (lich's "right hand man") came to him a year ago and convinced him to make this duplicate, so the lich could swap the weapon out for the real long sword artifact (Judgement) in the dragon's lair, while stealing the dragon's wyrmling as a distraction to not notice the swapped swords.
What would make a weapon smith with this reputation make a sword he knows will likely become noticed as a fake to lose his business and reputation?
I already have thought of kidnapping his kids, family, etc, but that would be noticed in a years time.
Murph. |
Lich = powerful, immortal, evil, cunning, ruthless.
A lich doesn't need to do anything so hamfisted as outright kidnapping of the smith's family. The lich simply needs to threaten that, should the smith not comply (or should the weapon be noticed as a fake), the lich will simply return at some point in the future and kill every one of the smith's kin, or some such.
Perhaps the lich even promises to make it happen slowly, over the course of several apparent "accidents" happening to the family of the smith, so that nobody but the smith will ever know that it's happening -- it will simply look like terrible luck -- and even the smith will never know when the next sister will get tragically killed in a freak runaway ale wagon accident, but will be forced to live in dread. In fact, hey, tell you what, says the lich's right hand man: you don't have to make up your mind now. I'll come back in two days and see what you think...and the smith gets word of the first "accident" the next day.
Monkplayer |
Lich = powerful, immortal, evil, cunning, ruthless.
A lich doesn't need to do anything so hamfisted as outright kidnapping of the smith's family. The lich simply needs to threaten that, should the smith not comply (or should the weapon be noticed as a fake), the lich will simply return at some point in the future and kill every one of the smith's kin, or some such.
Perhaps the lich even promises to make it happen slowly, over the course of several apparent "accidents" happening to the family of the smith, so that nobody but the smith will ever know that it's happening -- it will simply look like terrible luck -- and even the smith will never know when the next sister will get tragically killed in a freak runaway ale wagon accident, but will be forced to live in dread. In fact, hey, tell you what, says the lich's right hand man: you don't have to make up your mind now. I'll come back in two days and see what you think...and the smith gets word of the first "accident" the next day.
Holy Smoke! This is some brilliant stuff right here! It's SO GOOD that the hair on my arms is standing up while I type this. I'm SO GONNA use this idea!
The sword will be noticed on the next day after it's delivered to the Queen by our unsuspecting adventuring party. The Lore Master and Wizard will have done a cursory check on the sword the night it's delivered. The will discover 5 things wrong with this major artifact (gem wrong type, length of blade an inch to short, won't cast a specific spell, etc.). The party will obviously be tasked with finding out why they were switched with a false artifact but still powerful sword. The party will obviously end up at the weapon smith since he's the only one capable of making such a sword.
Why would he end up telling the adventurers knowing his family would all be killed by accidental deaths?
Jonathan Michaels |
Murph. wrote:Lich = powerful, immortal, evil, cunning, ruthless.
A lich doesn't need to do anything so hamfisted as outright kidnapping of the smith's family. The lich simply needs to threaten that, should the smith not comply (or should the weapon be noticed as a fake), the lich will simply return at some point in the future and kill every one of the smith's kin, or some such.
Perhaps the lich even promises to make it happen slowly, over the course of several apparent "accidents" happening to the family of the smith, so that nobody but the smith will ever know that it's happening -- it will simply look like terrible luck -- and even the smith will never know when the next sister will get tragically killed in a freak runaway ale wagon accident, but will be forced to live in dread. In fact, hey, tell you what, says the lich's right hand man: you don't have to make up your mind now. I'll come back in two days and see what you think...and the smith gets word of the first "accident" the next day.
Holy Smoke! This is some brilliant stuff right here! It's SO GOOD that the hair on my arms is standing up while I type this. I'm SO GONNA use this idea!
The sword will be noticed on the next day after it's delivered to the Queen by our unsuspecting adventuring party. The Lore Master and Wizard will have done a cursory check on the sword the night it's delivered. The will discover 5 things wrong with this major artifact (gem wrong type, length of blade an inch to short, won't cast a specific spell, etc.). The party will obviously be tasked with finding out why they were switched with a false artifact but still powerful sword. The party will obviously end up at the weapon smith since he's the only one capable of making such a sword.
Why would he end up telling the adventurers knowing his family would all be killed by accidental deaths?
Perhaps because he suspects the lich will just kill them anyway and he wants to prevent anyone else from suffering the same fate his family has encountered, and hoping that the party will destroy the lich, hopefully saving his family in the process?
dunebugg |
Hubris.
It couldn't be done. It was the greatest sword in the known world, it's craftsmanship second to none. No one could make a copy of that sword...
...or could he?
This. He IS the country's best smith.. He should be able to pull it off, right? And in all likelyhood if it's not an exact replica - who would know? Not like they have pictures of the sword.. Let alone the real sword, to compare it to.
Monkplayer |
uriel222 wrote:This. He IS the country's best smith.. He should be able to pull it off, right? And in all likelyhood if it's not an exact replica - who would know? Not like they have pictures of the sword.. Let alone the real sword, to compare it to.Hubris.
It couldn't be done. It was the greatest sword in the known world, it's craftsmanship second to none. No one could make a copy of that sword...
...or could he?
I will take Jonathan Michaels lead on this becuase the Lich's henchman will have already killed one co-worker to prove the point that he's serious. This is why the Dwarf created the fake replica; he feared for his life.
The Lich DID get the real sword but it was after the fake sword was made. This is why the fake sword was made to have a replacement put in it's place.
Here is the REAL sword's stats (Judgement) that I just finished making up:
Judgement +5, speed, grayflame, jurist.
STATS:
Judgement was said to be the personal weapon of the god Iomedae. The sword is said to have been formed during the early period of the Age of Enthronment and forged from the Thunder Mountains lava pools. The sword was supposedly used to defeat Lucimar, the great undead deity. It was said that Lucimar wanted to take over the Inner Sea with the reign of the dracolichs and Iomedae didn't want his worshippers killed off by masses of undead. Judgement was created to know the intent of all creatures and stop the massing of evil plots before they start by knowing the intent of individuals through decreeing their hearts intent. Iomedae used Judgement to mortally wound Lucimar by piercing his heart and show him his wicked ways. The blade was said to shock Lucimar's mind by showing him the truth of his ways that he was stunned. During this brief moment of revelation Iomedae was able to defeat Lucimar and stop the invasion. The Knight of Ozem's growing popularity over the past 20 years has rekindled the age old myth of this legend.
Grayflame:
This weapon responds to channeled positive and negative energy.
When the wielder spends a swift action to channel energy through the weapon, it ignites with a strange gray flame that sheds light as a torch, increases the weapon's enhancement bonus by +1, and deals +1d6 damage (as the divine power from flame strike) to creatures struck by the weapon. This flame lasts for 1 round for every d6 of damage or healing the channeling normally provides. When charged with positive energy, the flame is a silvery gray, good creatures are immune to the weapon's extra damage, and the weapon counts as a good and silver weapon for the purpose of bypassing damage reduction. When charged with negative energy, the flame is an ashen gray, evil creatures are immune to the weapon's extra damage, and the weapon counts as an evil and cold iron weapon for the purpose of bypassing damage reduction. This special ability can only be placed on melee weapons.
Jurist:
When an inquisitor wielder uses her judgment class ability while wielding a jurist weapon, it grants her an enhancement bonus on herPerception checks and to CMD. The bonus is +1 on the first round of herjudgment, and increases by +1 each round, to a maximum of +3 on the third and following rounds.
Speed:
When making a full-attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder's full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)
Requirements:
Alignment: Lawful Good
Class: Cleric/Inquisitor/Paladin
Blood Line: Mendev Royalty (King's bloodline)
Knowledge: (religion) 8 ranks
Weapon Focus: (longsword)
Spells:
True Resurrection 1 a month, 200,000 gp C/9 ego +2
Discern Location 3 a day, C/8 18,000 Ego +2
Holy Aura 1 a day, C/ 8 109,000 ego+2
Implosion 1 a day , 9/C 132,000 ego +2
Destructive Smite 3 times per day, C/Destruction Domain 1/ 1,200 ego+1
Destructive Aura 1 a day, C/Destructive Domain 8/ 109,000 ego+2
True Strike 3 times a day, C/destructive Domain 1/ 1,200 gp ego +1
Detect Evil 3 times per day, 1/C 1,200 ego+1
Discern Lies 3 times per day, 4/C 33,600 ego +2
Dispel Evil at will, C/Good Domain 5/ 90,000 ego +2
Touch of Good 3 times per day, C/Good Domain 1/C 1,200 ego+1
Holy Word 1 time per day, C/Good Domain 7/ 97,000 ego +2
True Seeing at will, 5/C 90,000 ego +2
Dispel Chaos and/or Evil at will, 180,000 (combined) C/5 ego +4
Ego 37, WILL Save DC 37
COST:
Spells 1,063,400
Ego 925,000gp
Base price +10 200,000
Intelligence 2,000 gp
Charisma 1,000 gp
Wisdom 1,000 gp
Intelligent Item 500gp
Telepathy 1,000gp
Darkvision 500gp
Blindsense 120' 5,000gp
Detect any special purpose foe within 60' 10,000
TOTAL= 2,209,400-736,466 (30% reduction-alignment) = 1,472,934 go
Alignment: Lawful Good
Intelligence 16/+3 ego
Charisma 14/ +2 ego
Wisdom 14/ +2 ego
Telepathy/ +1 ego
Senses 120"/ +1 ego
Blindsense/ 120' +1 ego (1,000gp)
Darvision/ 120' (500 gp)
Detect any special purpose foes within 60' +1
NOTE: Lose a 3 levels while being held if not Lawful Good.
NOTE: Shocked for 5D6 per round if not a Cleric
I haven't made up the fake sword's stat yet but the Mendev's court Wizard and Lore Master (Librarian) will notice the following discrepancies about the fake sword:
The sword brought before them is a powerful magic long sword that looks like Judgement in most every detail. But on a very close inspection the Lore Master and Wizard explain:
The queen will be furious at this major embarrassment. The queen will call for the executioner and almost cut of their hands. The queen will relent after calming down and because seeing the parties shock and confusion.
* Suppose to be a 35.2 carat tourmaline cabochon but is a aquamarine geode weighing 34.1 carats.
* The blade is 1/2" too short
* The blade's black enameling along the handle has no sign of wear.
* The blade is unable to cast True Strike only 1 time a day and not 3 times.
* The blade will not cast Destructive Aura
* The blade will allow others not of the Galfrey bloodline to wield it.
Monkplayer |
Here is the FAKE sword stats:
+5, Speed, Grayflame, Jurist
Grayflame:
This weapon responds to channeled positive and negative energy.
When the wielder spends a swift action to channel energy through the weapon, it ignites with a strange gray flame that sheds light as a torch, increases the weapon's enhancement bonus by +1, and deals +1d6 damage (as the divine power from flame strike) to creatures struck by the weapon. This flame lasts for 1 round for every d6 of damage or healing the channeling normally provides. When charged with positive energy, the flame is a silvery gray, good creatures are immune to the weapon's extra damage, and the weapon counts as a good and silver weapon for the purpose of bypassing damage reduction. When charged with negative energy, the flame is an ashen gray, evil creatures are immune to the weapon's extra damage, and the weapon counts as an evil and cold iron weapon for the purpose of bypassing damage reduction. This special ability can only be placed on melee weapons.
Jurist:
When an inquisitor wielder uses her judgment class ability while wielding a jurist weapon, it grants her an enhancement bonus on herPerception checks and to CMD. The bonus is +1 on the first round of herjudgment, and increases by +1 each round, to a maximum of +3 on the third and following rounds.
Speed:
When making a full-attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder's full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)
Discern Location 3 a day, C/8 18,000 Ego +2
Destructive Smite 3 times per day, C/Destruction Domain 1/ 1,200 ego+1
True Strike 4 times a day, C/destructive Domain 1/ 1,200 gp ego +1
Detect Evil 3 times per day, 1/C 1,200 ego+1
Discern Lies 3 times per day, 4/C 33,600 ego +2
Dispel Evil at will, C/Good Domain 5/ 90,000 ego +2
Touch of Good 3 times per day, C/Good Domain 1/C 1,200 ego+1
True Seeing at will, 5/C 90,000 ego +2
Dispel Chaos and/or Evil at will, 180,000 (combined) C/5 ego +4
Intelligence 16/+3 ego 2,000 gp
Wisdom 14+2 ego 1,000 gp
Charisma 14/+2 1,000 gp
Requirements:
Alignment:Lawful Good
Class:Cleric,Inquisitor, Paladin
Knowledge (religion) 8 ranks
Weapon Focus: long sword
Price: 200,000 Base price +10
Spells: 10,000
1,200
1,200
33,600
90,000
1,200
90,000
180,000 (407,200)
Abilities 7,000 gp
TOTAL= 614,200 gp
EGO: 27 Will save 27
Special Abilities: Telepathy, Darvision 120', Blindsense 120' (7,000gp/ego +2)
* Suppose to be a 35.2 carat tourmaline cabochon but is a aquamarine geode weighing 34.1 carats.
* The blade is 1/2" too short
* The blade's black enameling along the handle has no sign of wear.
* The blade is unable to cast True Strike only 4 times a day and not 5 times.
* The blade will not cast Destructive Aura
* The blade will allow others not of the Galfrey bloodline to wield it.
Turin the Mad |
The "fake" is VERY powerful in its own right. The DC to craft it for a Master Craftsdwarf is phenomenally high. Perhaps this Master Craftsdwarf has significant capacity in the Shadow arts in his own right? The other factor to consider is how does a magic item become imbued with sentience of this power?
I suggest statting up the dwarf weaponsmith in question to determine how closely he could attain the non-caster DC to duplicate the original weapon...
Matt2VK |
This depends on a lot of the background story that might have already happened.
It sounds like this Lich is supposed to be old and and old lich's plans usually have more then one element in their plans.
Does the Dwarf Master Metal Smith actually know who he's making that sword for?
My suggestion is thet the stranger (lich's "right hand man"), has passed himself off as a "agent of the royal court" and that a copy of the sword be made in secret.
Give this stranger documents and a draft to the royal bank.
This can do a number of things -
1) Allows the Lich to carry out his primary plan with the sword.
2) Once the sword is found out, the documents and other trails of info puts the blame on 'trustworthy' members of the royal court. This can cause choas in the royal court and lead to other 'stories' to play out.
Monkplayer |
Hmm... Why not make it to where the replica is identical in every way MINUS the Intelligent Properties.
When the sword doesn't Awaken in the hands of those who should be able to it causes scandal and an Inquisition into a lot of things.
The challenge I'm having with the swords Intelligence is the party will be given the sword by a good aligned dragon, and in order to get the sword from the dragon's lair to the capital will be a 7 days trek. Their will be a Queen's adventuring party and a Pathfinder Society party with the adventurers. If one of them pick up the sword and it's doesn't "knock the piss" out of them then there will be several there who know instantly it's a fake.
I have stated out the Dwarf Master smith as a 8 Level Weaponsmith/10 Level Cleric (domains Good/Destruction) . This is why the fake sword spells only go up to 5th level (I missed one 7th level spell that shouldn't of been on the previous post).
I'm new to GMing, so why is it difficult to imbue an intelligence in a sword?
Azaelas Fayth |
What I am saying is the only difference between the swords is the fake isn't Intelligent while the Real One is.
Make the "Right Hand Man" claim it is a Test as if it passes well enough the Court will be willing to commission more of them for their Elite guards to throw off anyone who would pose a significant threat.
Monkplayer |
What I am saying is the only difference between the swords is the fake isn't Intelligent while the Real One is.
Make the "Right Hand Man" claim it is a Test as if it passes well enough the Court will be willing to commission more of them for their Elite guards to throw off anyone who would pose a significant threat.
Azaelas,
I apologize for not making the role-playing situation very clear. When the adventurers discover what they think is the real sword (but it is the fake one) they will have to trek for seven days to get the fake sword to the court. The three groups of adventurers (the PCs, Pathfinder Society, and Queens search party) will have had the sword in their possession for seven days. Due to the sword being a major artifact it will be well known that the sword can ONLY be handle by someone of the king's bloodline and lawful good. The sword also has empathy and telepathy. If the sword stays silent and is handled then that would tell the Queen's party and the Pathfinder Society party that the sword is a fake.
The only "right hand man" is the Necro Lich's man, and he hasn't been on the scene in over a year since the fake sword was finished being made. The two people that will be involved in the court's testing of the sword is the court's wizard and lore master (librarian).
Once again, why is it difficult to imbue a weapon with intelligence?
Monkplayer |
A NEW COMPLETELY DIFFERENT QUESTION:
Who would of occupied originally IN THE DISTANT PAST caverns leading from the middle of the mountain to the top of a mountain? The caverns would stop at a vast chasm and an INVISIBLE BRIDGE would span the chasm to the other side, which then leads to the back entrance of the dragon's lair. The dragon mainly flies into her lair from the large opening facing outward.
Their would also be a SECRET DOOR with a riddle spoken OUTLOUD to open the door leading to the invisible bridge. If you don't solve the riddle then you're locked in the room and die from starvation.
To summarize: Who originally occupied the caverns and made the riddle room and invisible bridge for what purpose? Who occupies the caverns now that also makes sense?
I was also thinking of adding a small room in the middle of the invisible bridge. Is this too much and doesn't make any sense?
CrazyGnomeLady |
Your "fake" sword in itself would be considered a powerful artefact. Ask yourself: If artefacts are usually created by deities, how and why would a dwarven weaponsmith be able to do it without divine help? And...what effect would it have on your game world if a second powerful artefact were existent? Even if the dwarf was actually able to create that "fake", is it reasonable for your play to have that "fake" available?
Troubleshooter |
Agreed. Even if you're already running a 20th level game, that weapon is one that the party fighter would absolutely love to have, in the "that's so good they probably shouldn't have this" flavor.
Still, you don't need the weapon to be incredible for the dwarf to do what he needs to do. As long as it's a visually-identical and reasonably magical weapon, that should be good enough for the challenge or the threat that's brought before him. In fact, it makes sense that somebody wouldn't outright tell him "Your replica needs to seem identical even when actually being used" since that gives away their plan.
For the consistency of the story, I also think that five flaws is a little much -- when NPCs instantly tell there's five major errors with the sword, I stop thinking of that master craftsman as that much of a master.
Maybe knock it down to 1-3. You can even give your party some Knowledge checks about the sword's history; a decent check will tell them some info about it and how it was used, but a better check will ALSO tell them that the common stories aren't entirely accurate, and they'll realize that the sword in their hands matches the common story -- but not the truth.
For example, a DC 20 Knowledge (History) might say that the pommel of the sword had a stylized eagle holding an arrow for every paladin that died in combat while serving alongside Iomedae. However, a DC 25 would also say that after the sword was forged, one of the dead crusaders was discovered to have betrayed the rest before his death, and the head of the arrow was cut off.
That's one way your dwarf can have a detectable mistake, but for it not to diminish the plausibility of him being a master.
Do you have a mountain range in mind? Without any specifics, the best I can say is that in the Quest For Sky, the dwarves drove the orcs aboveground. Or, when the elves evacuated Golarion, some of them stayed behind, underground, and became the drow. Still, that sounds like it might be rather close to the surface for the drow ... they typically live quite a bit deeper.
Monkplayer |
Troubleshooter & CrazyGnomeLady,
I like your idea of only 1-2 mistakes with the sword (he actually put them in on purpose to find the sword to be a fake in the hopes of finding the evil lich and killing him). I also really like the idea of toning down the fake sword a lot. This can be easily done!
There isn't any mountainous ranges on Mendev but hey that's the fun of a home brew campaign.
The party has to travel to the Mendev mountain peaks, because of the riddle and dragon's lair that has the fake sword (the dragon doesn't realize it's a fake). I'm chose Mendev because the Queen's lawful good court and other terrain fits perfectly. I just simply added the mountain ranges (I want to use my Dwarven Forge Cavern Sets).
Would it make sense to use a dead society of dwarves who were the original occupants of caves in the middle and top of a mountain?
Who would currently occupy the caves? What type of monsters? Humanoids?
The riddle spoken out loud is " The hidden path in the air will reveal the way." This riddle is contemplated in the dead adventurers journal.
So can you give me some more great advice on my above questions concerning the caves and invisible bridge?
Monkplayer |
The caves have to be in the mountains because they lead to the dragon lair. You think a former extinct Dwarven society would fit for caves a couple thousand feet up in the mountains?
And currently oozes and such for currently occupying the caves? What about a couple of gelatinous oozes currently occupying the caves?
By having only monsters now occupying the mountainous high altitude caves would mean it would make sense to have some of the former dwarven society treasure lying around. Does this makes sense?
CURRENT FAKE SWORD STATS:
+5, Speed, Grayflame, Jurist
Grayflame:
This weapon responds to channeled positive and negative energy.
When the wielder spends a swift action to channel energy through the weapon, it ignites with a strange gray flame that sheds light as a torch, increases the weapon's enhancement bonus by +1, and deals +1d6 damage (as the divine power from flame strike) to creatures struck by the weapon. This flame lasts for 1 round for every d6 of damage or healing the channeling normally provides. When charged with positive energy, the flame is a silvery gray, good creatures are immune to the weapon's extra damage, and the weapon counts as a good and silver weapon for the purpose of bypassing damage reduction. When charged with negative energy, the flame is an ashen gray, evil creatures are immune to the weapon's extra damage, and the weapon counts as an evil and cold iron weapon for the purpose of bypassing damage reduction. This special ability can only be placed on melee weapons.
Jurist:
When an inquisitor wielder uses her judgment class ability while wielding a jurist weapon, it grants her an enhancement bonus on herPerception checks and to CMD. The bonus is +1 on the first round of herjudgment, and increases by +1 each round, to a maximum of +3 on the third and following rounds.
Speed:
When making a full-attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder's full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)
Destructive Smite 3 times per day, C/Destruction Domain 1/ 1,200 ego+1
True Strike 4 times a day, C/destructive Domain 1/ 1,200 gp ego +1
Detect Evil 3 times per day, 1/C 1,200 ego+1
Touch of Good 3 times per day, C/Good Domain 1/C 1,200 ego+1
Intelligence 10/
Wisdom 10
Charisma 10/
Requirements:
Alignment:Lawful Good
Class:Cleric,Inquisitor, Paladin
Knowledge (religion) 8 ranks
Weapon Focus: long sword
Price: 200,000 Base price +10
Spells:
1,200
1,200
1,200
TOTAL= 203,600 - 30% discount for Lawful Good alignment= 168,700 GP
EGO: 6 Will save 6
Special Abilities: Telepathy, Darvision 120', Blindsense 120' (7,000gp/ego +2)
What doesn't match with the Judgement Long Sword Artifact
* Suppose to be a 35.2 carat tourmaline cabochon but is a aquamarine geode weighing
34.1 carats.
* The blade will not cast Destructive Aura as well as other spells.
* The blade will allow others not of the Galfrey bloodline to wield it.
Troubleshooter |
Sure, dwarves are just fine to stick into ancient mountainous areas. It doesn't have to be an entire civilization, of course -- a dwarven outpost could serve as a nice dungeon, or a nice half-dungeon. Although, you could have collapsed tunnels leading off further down into the mountain, which your players could be interested in checking out later when they can excavate them. If so, then you already have an easy hook for your next dungeon crawl: Finding out what's deeper in the dwarven outpost, and maybe finding the reason they're dead today.
One thing I like about this idea is that the invisible bridge works very well with dwarves: They're all about combat, defense, community, martial training and whatnot. It's very reasonable that if they built an outpost, they would build it defensively -- and that means not only having good construction and layout for defending against sieges, but also an escape route to allow regrouping. If attackers breached several defenses already, locking the last doors and escaping across an invisible bridge would be great for buying time. Admittedly, it's not terribly courageous unless perhaps it's being used to return with bigger firepower.
What occupies the dungeon depends on what you want firstly, and secondly, what could reasonably happen. If the dungeon isn't actually locked off, then there's a good reason that other creatures may have moved in, even if they're unintelligent monsters, or dumb humanoids. It's a fact of life in Golarion that ruins never stay unoccupied for long -- the countrysides are teeming with the homeless. But of course -- this all depends on what you WANT to happen. You could just as easily say that a poisonous fungus tends to kill occupants after a few weeks, or that creatures adapted to high-altitude conditions aren't very common in this area.
With all your options, I'd say run some humanoids while you can. Once you get into running dungeons with ancient sealed vaults -- and there are always ancient sealed vaults somewhere -- that the players are the first to open in centuries, then your options for monsters tend to be more restricted. You can't really stick a large, healthy, intelligent and well-armed group of humanoids in a small underground building that's been shut for 2000 years; it's more common for these areas to be rife with guardian constructs, undead, vermin and plants instead.
Besides, you could run a tribe of something that worships the dragon -- whether the dragon actually likes them, tolerates them, or dislikes them but can't be bothered to kill them to the last is up to you. It's an idea that's fun to a lot of people.